/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file newgrf_spritegroup.h Action 2 handling. */ #ifndef NEWGRF_SPRITEGROUP_H #define NEWGRF_SPRITEGROUP_H #include "town_type.h" #include "gfx_type.h" #include "engine_type.h" #include "core/pool_type.hpp" #include "house_type.h" #include "newgrf_callbacks.h" #include "newgrf_generic.h" #include "newgrf_storage.h" #include "newgrf_commons.h" /** * Gets the value of a so-called newgrf "register". * @param i index of the register * @pre i < 0x110 * @return the value of the register */ static inline uint32 GetRegister(uint i) { extern TemporaryStorageArray<int32, 0x110> _temp_store; return _temp_store.Get(i); } /* List of different sprite group types */ enum SpriteGroupType { SGT_REAL, SGT_DETERMINISTIC, SGT_RANDOMIZED, SGT_CALLBACK, SGT_RESULT, SGT_TILELAYOUT, SGT_INDUSTRY_PRODUCTION, }; struct SpriteGroup; typedef uint32 SpriteGroupID; /* SPRITE_WIDTH is 24. ECS has roughly 30 sprite groups per real sprite. * Adding an 'extra' margin would be assuming 64 sprite groups per real * sprite. 64 = 2^6, so 2^30 should be enough (for now) */ typedef Pool<SpriteGroup, SpriteGroupID, 1024, 1 << 30> SpriteGroupPool; extern SpriteGroupPool _spritegroup_pool; /* Common wrapper for all the different sprite group types */ struct SpriteGroup : SpriteGroupPool::PoolItem<&_spritegroup_pool> { protected: SpriteGroup(SpriteGroupType type) : type(type) {} /** Base sprite group resolver */ virtual const SpriteGroup *Resolve(struct ResolverObject *object) const { return this; }; public: virtual ~SpriteGroup() {} SpriteGroupType type; virtual SpriteID GetResult() const { return 0; } virtual byte GetNumResults() const { return 0; } virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; } /** * ResolverObject (re)entry point. * This cannot be made a call to a virtual function because virtual functions * do not like NULL and checking for NULL *everywhere* is more cumbersome than * this little helper function. * @param group the group to resolve for * @param object information needed to resolve the group * @return the resolved group */ static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object) { return group == NULL ? NULL : group->Resolve(object); } }; /* 'Real' sprite groups contain a list of other result or callback sprite * groups. */ struct RealSpriteGroup : SpriteGroup { RealSpriteGroup() : SpriteGroup(SGT_REAL) {} ~RealSpriteGroup(); /* Loaded = in motion, loading = not moving * Each group contains several spritesets, for various loading stages */ /* XXX: For stations the meaning is different - loaded is for stations * with small amount of cargo whilst loading is for stations with a lot * of da stuff. */ byte num_loaded; ///< Number of loaded groups byte num_loading; ///< Number of loading groups const SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results) const SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results) protected: const SpriteGroup *Resolve(ResolverObject *object) const; }; /* Shared by deterministic and random groups. */ enum VarSpriteGroupScope { VSG_SCOPE_SELF, /* Engine of consists for vehicles, city for stations. */ VSG_SCOPE_PARENT, /* Any vehicle in the consist (vehicles only) */ VSG_SCOPE_RELATIVE, }; enum DeterministicSpriteGroupSize { DSG_SIZE_BYTE, DSG_SIZE_WORD, DSG_SIZE_DWORD, }; enum DeterministicSpriteGroupAdjustType { DSGA_TYPE_NONE, DSGA_TYPE_DIV, DSGA_TYPE_MOD, }; enum DeterministicSpriteGroupAdjustOperation { DSGA_OP_ADD, ///< a + b DSGA_OP_SUB, ///< a - b DSGA_OP_SMIN, ///< (signed) min(a, b) DSGA_OP_SMAX, ///< (signed) max(a, b) DSGA_OP_UMIN, ///< (unsigned) min(a, b) DSGA_OP_UMAX, ///< (unsigned) max(a, b) DSGA_OP_SDIV, ///< (signed) a / b DSGA_OP_SMOD, ///< (signed) a % b DSGA_OP_UDIV, ///< (unsigned) a / b DSGA_OP_UMOD, ///< (unsigned) a & b DSGA_OP_MUL, ///< a * b DSGA_OP_AND, ///< a & b DSGA_OP_OR, ///< a | b DSGA_OP_XOR, ///< a ^ b DSGA_OP_STO, ///< store a into temporary storage, indexed by b. return a DSGA_OP_RST, ///< return b DSGA_OP_STOP, ///< store a into persistent storage, indexed by b, return a DSGA_OP_ROR, ///< rotate a b positions to the right DSGA_OP_SCMP, ///< (signed) comparision (a < b -> 0, a == b = 1, a > b = 2) DSGA_OP_UCMP, ///< (unsigned) comparision (a < b -> 0, a == b = 1, a > b = 2) DSGA_OP_SHL, ///< a << b DSGA_OP_SHR, ///< (unsigned) a >> b DSGA_OP_SAR, ///< (signed) a >> b }; struct DeterministicSpriteGroupAdjust { DeterministicSpriteGroupAdjustOperation operation; DeterministicSpriteGroupAdjustType type; byte variable; byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive. byte shift_num; uint32 and_mask; uint32 add_val; uint32 divmod_val; const SpriteGroup *subroutine; }; struct DeterministicSpriteGroupRange { const SpriteGroup *group; uint32 low; uint32 high; }; struct DeterministicSpriteGroup : SpriteGroup { DeterministicSpriteGroup() : SpriteGroup(SGT_DETERMINISTIC) {} ~DeterministicSpriteGroup(); VarSpriteGroupScope var_scope; DeterministicSpriteGroupSize size; byte num_adjusts; byte num_ranges; DeterministicSpriteGroupAdjust *adjusts; DeterministicSpriteGroupRange *ranges; // Dynamically allocated /* Dynamically allocated, this is the sole owner */ const SpriteGroup *default_group; protected: const SpriteGroup *Resolve(ResolverObject *object) const; }; enum RandomizedSpriteGroupCompareMode { RSG_CMP_ANY, RSG_CMP_ALL, }; struct RandomizedSpriteGroup : SpriteGroup { RandomizedSpriteGroup() : SpriteGroup(SGT_RANDOMIZED) {} ~RandomizedSpriteGroup(); VarSpriteGroupScope var_scope; ///< Take this object: RandomizedSpriteGroupCompareMode cmp_mode; ///< Check for these triggers: byte triggers; byte count; byte lowest_randbit; ///< Look for this in the per-object randomized bitmask: byte num_groups; ///< must be power of 2 const SpriteGroup **groups; ///< Take the group with appropriate index: protected: const SpriteGroup *Resolve(ResolverObject *object) const; }; /* This contains a callback result. A failed callback has a value of * CALLBACK_FAILED */ struct CallbackResultSpriteGroup : SpriteGroup { /** * Creates a spritegroup representing a callback result * @param value The value that was used to represent this callback result */ CallbackResultSpriteGroup(uint16 value) : SpriteGroup(SGT_CALLBACK), result(value) { /* Old style callback results have the highest byte 0xFF so signify it is a callback result * New style ones only have the highest bit set (allows 15-bit results, instead of just 8) */ if ((this->result >> 8) == 0xFF) { this->result &= ~0xFF00; } else { this->result &= ~0x8000; } } uint16 result; uint16 GetCallbackResult() const { return this->result; } }; /* A result sprite group returns the first SpriteID and the number of * sprites in the set */ struct ResultSpriteGroup : SpriteGroup { /** * Creates a spritegroup representing a sprite number result. * @param sprite The sprite number. * @param num_sprites The number of sprites per set. * @return A spritegroup representing the sprite number result. */ ResultSpriteGroup(SpriteID sprite, byte num_sprites) : SpriteGroup(SGT_RESULT), sprite(sprite), num_sprites(num_sprites) { } SpriteID sprite; byte num_sprites; SpriteID GetResult() const { return this->sprite; } byte GetNumResults() const { return this->num_sprites; } }; struct TileLayoutSpriteGroup : SpriteGroup { TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {} ~TileLayoutSpriteGroup(); byte num_building_stages; ///< Number of building stages to show for this house/industry tile struct DrawTileSprites *dts; }; struct IndustryProductionSpriteGroup : SpriteGroup { IndustryProductionSpriteGroup() : SpriteGroup(SGT_INDUSTRY_PRODUCTION) {} uint8 version; int16 subtract_input[3]; // signed uint16 add_output[2]; // unsigned uint8 again; }; struct ResolverObject { CallbackID callback; uint32 callback_param1; uint32 callback_param2; byte trigger; uint32 last_value; ///< Result of most recent DeterministicSpriteGroup (including procedure calls) uint32 reseed; ///< Collects bits to rerandomise while triggering triggers. VarSpriteGroupScope scope; ///< Scope of currently resolved DeterministicSpriteGroup resp. RandomizedSpriteGroup byte count; ///< Additional scope for RandomizedSpriteGroup BaseStorageArray *psa; ///< The persistent storage array of this resolved object. const GRFFile *grffile; ///< GRFFile the resolved SpriteGroup belongs to union { struct { const struct Vehicle *self; const struct Vehicle *parent; EngineID self_type; bool info_view; ///< Indicates if the item is being drawn in an info window } vehicle; struct { TileIndex tile; } canal; struct { TileIndex tile; const struct BaseStation *st; const struct StationSpec *statspec; CargoID cargo_type; } station; struct { TileIndex tile; const Town *town; HouseID house_id; uint16 initial_random_bits; ///< Random bits during construction checks bool not_yet_constructed; ///< True for construction check } house; struct { TileIndex tile; Industry *ind; IndustryGfx gfx; IndustryType type; } industry; struct { const struct CargoSpec *cs; } cargo; struct { CargoID cargo_type; uint8 default_selection; uint8 src_industry; ///< Source industry substitute type. 0xFF for "town", 0xFE for "unknown". uint8 dst_industry; ///< Destination industry substitute type. 0xFF for "town", 0xFE for "unknown". uint8 distance; AIConstructionEvent event; uint8 count; uint8 station_size; } generic; struct { TileIndex tile; ///< Tracktile. For track on a bridge this is the southern bridgehead. TileContext context; ///< Are we resolving sprites for the upper halftile, or on a bridge? } routes; struct { const struct Station *st; ///< Station of the airport for which the callback is run, or NULL for build gui. byte airport_id; ///< Type of airport for which the callback is run byte layout; ///< Layout of the airport to build. TileIndex tile; ///< Tile for the callback, only valid for airporttile callbacks. } airport; struct { const struct Object *o; ///< The object the callback is ran for. TileIndex tile; ///< The tile related to the object. } object; } u; uint32 (*GetRandomBits)(const struct ResolverObject*); uint32 (*GetTriggers)(const struct ResolverObject*); void (*SetTriggers)(const struct ResolverObject*, int); uint32 (*GetVariable)(const struct ResolverObject*, byte, byte, bool*); const SpriteGroup *(*ResolveReal)(const struct ResolverObject*, const RealSpriteGroup*); }; #endif /* NEWGRF_SPRITEGROUP_H */